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Patterns have been existing since a long time, even before the Computer came into existance. Patterns have their roots in urban designs and building architectures in the work of Christopher Alexander, the indisputable inspiration for the software patterns groundshell. Along with time, the concept of Patters gained importance in every field. Now, Patterns for Software have also gained predominant importance and so the Testing Patterns. In this section we shall have a fundamental understanding of Software Testing Patters and also, we would work on writing patterns which would help increase the library of Patterns and help in solving more crucial and critical Testing Problems
What is a Pattern? This is an interesting Question. In his paper "Software Patterns", James O. Coplien of Bell Laboratories gives a very excellent insight to Software Patterns. A Pattern is a piece of literature that describes a design problem and a general solution for the problem in a particular conext. According to Alexander, :Each pattern is a three-part rule, which expresses a relation between a certain context, a problem and a solution.
Form of Pattern Patterns are a literary form. There are many formats in which Patterns are available, but mentioned here is one of the most commonly seen Patter format, and also we shall use the same format in our work:
Name Intent Problem Context Forces Solution Sketch Resulting Context
Name forms an important componenet of the Pattern. Pattern names are important for two reasons. First, they are one of the first things a designer encounters when seeking solutions. If the name encodes the pattern's meanings, the designer can more easily find a suitable pattern in an unfamiliar pattern language. Second, pattern names quickly become part of the design team vocabulary. The Intent is a phase or sentence that summarizes what the pattern does. The Problem section describes the problem to be solved. Context includes a history of patterns that have been applied before the current pattern was considered. Forces are the focus of the pattern. Good Solutions have enough details explained in the Pattern so that the designer knows what to do. Sketch is the essence of a pattern. The Resulting-Context is the wrap-up of the pattern.
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